Permanent UI team status indicators has been suggested several times and is a good idea.
zzSleeper
It would take away from the focus of the game - demigod vs demigod action. [e digicons]:thumbsdown:[/e]
In an even duel, lifesteal is comparable to extra damage in terms of deciding the victor. That the lifesteal totals are based off unadjusted armor values is akin to having damage that bypasses armor - which seems to be deliberately not in the game. Given that lifesteal is actually better than damage (you win by a larger margin), it seems highly probably that this is a bug when considering the conspicuous lack of armor-bypassing damage. I fully agree with the OP's recomnen
This happens with lifesteal items too.
regabond: Your text is partially blue because you've got a link that doesn't point anywhere. You probably copied an pasted some text that was a link and pasted it in - I'm guessing Daikaze's name.
Chaosnaska: [e digicons]k1[/e]
Team status bars are definitely needed. Being able to remotely view citadel upgrades and shop contents is also needed, though the above shot for that is a little too in-your-face. I certainly agree with the spirit of what you're proposing.
I know this is probably a lower priority compared to the remaining connection issues (and I appreciate your dilligence in working to resolve these), but have you guys considered adding stutter detection? I've had many games marred by this and it would be extremely helpful to be able to see this in the game lobby ahead of time. In many ways this is a larger problem than high latency.
Agree with the op. Much like dota, the lategame in demigod is largely attack-oriented. The cause for this is two-fold: 1) Past level 10, there are no significant spell damage upgrades. Casters/caster-builds become increasing ineffectual starting at this point. 2) Items only boost attacks, not magic. Changing either (or both) of these would remedy the situation.
I agree with 1 (random demigod option) and 4 through 8 of DeadGhost's post. 2 is a bad idea for exactly why Tradleon states. Demigod is a better game because it does not include it. (also see http://www.zenofdesign.com/2005/06/10/imperfect-information/ ) 3 is pointless. Supcom style zooming renders the necessity for minimap clicking obsolete. Embrace full map zooming. Pinging is implemented. Try pressing p in game - it'll ping whatever your mous
Magic definitely loses out in the end. And since there aren't a whole lot of demigods and all of them are supposed to be viable, so the whole early-game/late-game hero thing like dota doesn't really fly here. I agree that there needs to be items that boost magic damage, though simply adding crits probably isn't the best soluation. Where "magic" = "fixed damage abilities".
Stuns and interrupts work exactly as they should currently. It's largely a matter of perspective: when you're on the receiving end it's too long and when you're doing the interrupting it's not long enough. I am heavily against any systematic changes to they way they work.
Aside from the citadel upgrades and mines, the only real source of income is killing demigods. Endgame, when you compare the amount of gold you earned killing creeps to your total, it's only an extremely small fraction (>>5%). TB deals significant damage, but doesn't seem as good at killing demigods due to casting delays (standing still while casting means you can't chase) and mode change delays. It follows from this, that he isn't as good at getting gold as other demi
I agree with your comments about upgrades though.
[quote]Flag capture is a bit of a double-edged sword really. If you spend your time running from flag to flag you'll easily fall behind in experience points, especially in the early levels when killing enemy creeps is a valid method of leveling. Then again, the bonuses -and war score- are often something you absolutely need. What I'm trying to say is that keeping all the flags captured isn't the main purpose or goal in this game. However, they're an important step in achieving your ultimate g
[quote]Dont buy reinforcment damage/health upgrades early game If you do, your troops will push past the enemies, and run right up to that first wave of towers, and die. If your oponents have upgraded health/repair, this isnt helping anyone. except that is, for the enemy demigods waiting at the towers to pick off your reinforcments for easy experience. Now you have a situation where your reinforcments are being delivered to your enemy for easy xp, and if you want to level up on th
[quote] Erebus already has to rely on draining health. Any Erebus who is in a situation where he can't drain health is dead already. He already has low health and armour. Erebus is very weak in the beginning of the game for that specific reason--he can't drain enough health fast enough to keep himself alive in anti-DG combat. To make him even less durable would make him even harder to play early game then Rook, but with less payoff.[/quote] Unless there were changes in last week'
Not for a second. I love this game.
I've played over a thousand hours of dota and after playing demigod it's hard to go back. It's the interface improvements that make the difference mostly - having an engine tailored to the game rather than the other way around. Obviously the game isn't 100% yet so it'll be some time before we see if it develops a serious competitive scene, but after another couple patches I expect I won't be playing dota at all anymore. Looking forward to LoL too.
As for bite, I think all that needs to happen is an increase in cooldown by a few seconds. The real problem is that you can do it many times in one fight, no?
[quote]What I said is multiplicative. I'll explain my formula. 2 - (1 * 0.80 * 0.85 * 0.85) = 1.422 What is being done is you have +20% attack speed, and then you're adding 15% to what is LEFT, then 15% what again is left.[/quote] With your formula you can never reach double attack speed with bonuses less than +100% (which is totally unintuitive, gameplay-wise. consider 2x+95% attack speed bonuses), and the results of values in excess +100% make no sense at all.
[quote]Rework +atk-speed% and +move-speed% multipliers. +20% +15% +15% should be a 42.2% increase, not 50%[/quote] Most of what you say is pretty sane, but this is just plain wrong. It's fine as it is. The only other reasonable way to stack it (if not additively) would be multiplicatively, for a total bonus of 58.7%.
When hosting a game, several people are usually able to join, but then if someone fails to connect fully and never makes it into the lobby, they remain on the connections list. Similarly, if you close a slot before someone makes it into the lobby, but after they begin connecting, their connection does not seem to get cleared from the list. Kicking a player also does not clear their connection. Pressing the eject player button on the connection list in any of these circumstan
[quote]1.Regulus has relatively low base movement speed[/quote] UB and Erebus have a base movespeed of 6.3. The Rook has base movespeed of 5-point-something. All others, including Regulus, have a base movespeed of 6.0. He's "normal" speed.
I agree that mines are fine as they are. The six maximum and loooong throw time is limiting enough. No one would be complaining if his ability was called "Grenades" instead of "Mines". Since that's what everyone uses them for (and wants as an ability), if anything's to be changed, they should reduce the mine usefulness rather than the grenade usefulness - ie make them auto-detonate after several seconds if not triggered and rename the ability to grenades. I'm